/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2016 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see */ package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; import com.watabou.utils.Random; public class Dirk extends MeleeWeapon { { image = ItemSpriteSheet.DIRK; tier = 2; } @Override public int max(int lvl) { return 4*(tier+1) + //12 base, down from 15 lvl*(tier+1); //scaling unchanged } @Override public int damageRoll(Hero hero) { Char enemy = hero.enemy(); if (enemy instanceof Mob && ((Mob) enemy).surprisedBy(hero)) //deals avg damage to max on surprise, instead of min to max. return imbue.damageFactor(Random.NormalIntRange((min() + max())/2, max())); else return super.damageRoll(hero); } }